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Completed

NCT Number: NCT07387757

Exergames in Mental Health

Mental health and stress-related disorders have a growing impact on physical functioning, motivation, and participation in daily activities. Several studies indicate that integrating physical therapy into mental health programs improves functional status, reduces associated physical symptoms (fatigue, muscle tension, somatization), and promotes emotional regulation through movement. However, its implementation in clinical services remains limited. This project proposes to evaluate the effectiveness of an innovative mental health-oriented physical therapy program using active video games (exergames) on the Nintendo Switch platform, an accessible, motivating tool that can be adapted to each patient's functional level.

Objective: To determine whether a structured physiotherapy program based on exergames promotes physical exercise, improves quality of life, and increases therapeutic adherence in patients with mental illness.

Methods: An experimental pilot study will be conducted, implementing an intervention over 4 weeks, with 2 sessions per week lasting 40 minutes. Participants (n=12) will be assigned to an intervention group (exergames with Nintendo Switch) or a control group (usual routine). Quality of life, motivation, and therapeutic adherence will be assessed using the World Health Organization Quality of Life - BREF (WHOQOL-BREF) questionnaire, the Intrinsic Motivation Inventory, and a satisfaction questionnaire.

Expected results: The intervention group is expected to show better quality of life, greater motivation to exercise, and greater adherence to treatment. It is also expected to demonstrate that exergames are a viable tool, accepted by patients and incorporable into mental health physical therapy programs.

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Key information

Age range

18 year–65 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

University of Salamanca

Salamanca, 37007, Spain

Who can participate

Healthy volunteers accepted: No

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Adults between 18 and 65 years of age.
  • Clinical diagnosis of mental illness.
  • Psychopharmacological stability for at least 4 weeks prior to enrollment.
  • Ability to perform light-moderate physical exercise.
  • Written informed consent.

Exclusion criteria

  • Severe psychiatric diagnoses with psychotic involvement or high suicide risk.
  • Neurological or musculoskeletal conditions that limit the safe practice of exercise.
  • Active substance use that interferes with the intervention.
  • Moderate-severe cognitive impairment.
  • Recent participation (<3 months) in other intervention studies.

Treatment and study plan

EXERCISE TRAINING WITH OR WITHOUT MEDICATION

Procedure

Participants will undergo physical therapy based on active video games using the Nintendo Switch, with games selected for their ability to promote physical activity, for 2 sessions/week, 40 minutes, for 4 weeks:

  • Ring Fit Adventure (guided training, integrated breathing).
  • Nintendo Switch Sports (overall movement, coordination).
  • Just Dance (motivational cardiovascular activation).

Other names: Exergames with Nintendo Switch

Control

Other

This group will continue to perform the usual intervention that has scheduled.

Other names: Control group

Primary outcomes

  1. Quality of life: World Health Organization Quality of Life - BREF (WHOQOL-BREF)

    Time frame: Day 1, day 15 and day 29

    The WHOQOL-BREF is a questionnaire developed by the World Health Organization to assess perceived quality of life. It is an abbreviated version of the WHOQOL-100 and contains 26 items that explore four main dimensions: physical health, psychological health, social relationships, and environment. It also includes two general questions on the overall perception of quality of life and satisfaction with health. It is a widely used, valid, and reliable instrument in different populations, providing a comprehensive and comparative view of people's well-being in their life context. It has been used in psychiatric populations and in studies with people with various mental disorders, and there is scientific evidence of its use and psychometric properties in this context.

Secondary outcomes

  1. Motivation: Intrinsic Motivation Inventory (IMI)

    Time frame: Day 1, day 15 and day 29

    The Intrinsic Motivation Inventory (IMI) is a questionnaire designed to assess the degree of intrinsic motivation a person experiences when performing a specific activity. It measures key psychological factors related to motivation, such as interest/enjoyment, perceived competence, effort, perceived value or usefulness of the task, pressure/stress, and experience of choice or autonomy. It is a widely used tool in studies of motivation, learning, and adherence to intervention programs, as it provides insight into which aspects of an activity promote participant engagement and persistence. The IMI has also been used in psychiatric populations and in studies related to mental health.

  2. Adverse effects

    Time frame: Day 1, day 15 and day 29

    Self-diary

Sponsors and collaborators

Lead sponsor

University of Salamanca

Other

Registry information

Official study title

Effectiveness of a Physical Therapy Intervention Using Exergames in Mental Health

Acronym: PHYSIOGAME

Important dates

Study start
2026
Primary completion
2026
Study completion
2026
First posted
Feb 4, 2026
Registry last updated
May 20, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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